Our team of mobile industry veterans with silicon valley experience are driven to create amazing native experiences for our users.
We can help you train and design machine learning models from image classifiers, to recommendation engines using Turi Create, Caffee, Create ML and other tools.
We leverage our knowledge in AWS, Azure, Firebase to design secure software systems that scale to hundreds of millions of users.
User experience is king. We focus on how to reduce friction for our users. We do not design UI filled with tabs and textfields.
An approach used by design-centric companies like Apple. We constuct a Golden Thread to describe our user's typical journey, then build beautiful software around it.
We understand that coming up with requirements set in stone is hard! We use agile methodoligies to quickly change features and scope with daily status updates.
Our engineering team always design our architecture with scale in mind. We leverage technologies and design patterns that grow with your use cases.
Engineering Lead
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We consist of mobile and machine learning industry veterans with experience working with Fortune 500 companies.


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RockFM
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A Responsive site allows a website to change size, say from a desktop to a phone size and all that's in between. While still being usable elegant and allowing usability on any size screen.
In 2016 a study showed that the internet was being viewed on more mobiles and tablets than desktops. Designing for mobile first allows you to include the necessity to create a user-friendly site. As your canvas (desktop) gets bigger, you can expand your design and fluff it up with stuff, like ads. Image trying to compress a massive site like NZ Herald down to a mobile site, that's a bit job. It's somewhat logical to start small and build out bigger.
Is like a design skeletal for a web page, it elements lots of time when it comes to styling. But you often have to overwrite some of the design features, so your site looks how you need.
A Wireframe is a sketch of the design of your website, A visual representation of the element on your site. It lets you map out where essential elements go. It allows easier communication with the client, to be able to show them what you are going to do and why.
I found the rows and columns challenging to get the design I want, as I don't fully understand how to works with the placement of elements.


--- layout: post esbma_id: 1463 date: 2003-06-05 12:00:00 keywords: cornsharp title: Fixing Venture Capital? ---
I like almost everything about Joel's latest article, Fixing Venture Capital.
The only thing I don't like about this article is the title. Calling it "Fixing Venture Capital" gives the impression that the VC industry can be fixed.
Seriously, if I were to paraphrase Joel's article down to three simple imperatives for the VC industry, it looks like this:
Obviously if more of the VC world worked this way, it would become a heckuva lot more appealing to founders. However, we have to remember that the venture capitalist is a middleman, with founders downline and limited partners upline. Just like the entrepreneur, the VC has to keep things in balance. Making founders happier is great, but if doing so makes the limiteds unhappy, the whole thing will fall apart.
Let's distill Joel's piece down even further to make one single piece of advice for how the VC world should change:
If you would become a lot more patient about liquidity, you could attract much better portfolio companies.
And therein lies the problem. Asking a VC to be more patient means he in turn will have to ask his limited partners upline to be more patient. The limiteds don't want to do this. They've got $100M to invest and they're trying to decide which of two VC firms will manage it for them. One of those firms is asking for patience. The other is singing a catchy tune about finding The Next Netscape. Which firm gets the bucks?
Bottom line: Joel correctly observes that most VC firms don't have much to offer people who want to build solid, long-lived companies. Don't expect this situation to change anytime soon.


An enthusiastic full stack web developer with a computer science degree and a background in data communications, computer hardware and networking. I enjoy working with others to come up with creative solutions to problems and I believe that every challenge is a chance to be better by learning new ideas and improving skills.
12-week immersive web development bootcamp. 500+ hours of learning front and back end technologies and industry best practices.
I worked with a team under the supervision of the network administrator, troubleshooting computer hardware and networks, configuring Cisco devices and offering IT support to students, among other tasks.
I studied Computer Science and my main focus was Data Communications and Networking. During my college career, I worked with the department of ICT support services as an intern. Here my interest in software development really took off with a team project developing an Android application.


Italy's 5-Star leader calls for scrapping Atlantia motorway concession
MILAN (Reuters) - The leader of Italy’s 5-Star Movement Luigi Di Maio said again on Monday that the motorway concession of infrastructure group Atlantia should be revoked.
In a post on his Facebook account, Di Maio also said that the country needed to carry out a nationwide monitoring of its motorway infrastructures.
On Sunday a motorway bridge operated by SIAS collapsed in Italy’s northwestern region of Liguria, but caused no casualties.
The incident happened more than a year after another viaduct, operated by Atlantia’s Autostrade unit, collapsed, killing 43 people.


% about Discover & mine resources, build your army, expand and conquer your enemies! Player with the biggest score wins. % guide Your first turn: LMB on your base. Base actions will appear at the bottom of the screen. There is one worker garrisoned in the base. You can ungarrison it by clicking ungarrison action and destination tile. All units move only by one tile so you can only ungarrison worker next to the base. Select base again, you can build a new worker by selecting 'worker' action and destination tile. Worker costs 100 iron. You can see your current resources in bottom left of the screen in format [resource amount]/[max storage] income. Discover resources & build a mine: Move workers around the map to discover resources on map tiles. Resource type is indicated by small circle on tile. Also tile & unit stats can be visible while hovering on tile in the top right section of the map. When you discover resource on tile with a worker you can build mine on it. To build a mine select worker and destination tile. Each building requires resources and you will not be allowed to build if you don't have enought of them. Building a mine on a tile with resource will increase your income of that resource. Building bigmine will allso increase storage capacity. You can see how much resources each building/unit costs by hoving on their build action image. Build units: Select base to build units. Your combat units can fight enemy units & takover enemy structures (except rover). Special worker buildings: Build amplifier to expand territory. Build teleport for fast unit transportation between tiles. Build powerplants on gas, oil or coal when you run out of power. % controls LMB: elect RMB: center map protip: click on log event to go to event location % turn resolution order 1) resolve combat without removing units 2) resolve unit health and remove dead units 3) resolve deconstruction 4) resolve movement 5) resolve restacking 6) resolve building 7) resolve teleporting % combat 1) Unit attack damage is proportional to its health. 2) Unit that does not move and defends agains multiple enemies splits attack dmg by number of enemies and defends agains every attacker 3) Attacking unit does not get defence modifier if defender is not moving 4) If unit runs away to empty tile while being attacked it gets only half damage from attacker and no dmg is taken by attacker. No terrain def modifiers for defender 5) If structure is garrisoned then combat happens between attacker and garrisoned unit 6) units receive defence from tiles or garrison if they are garrisoned 7) garrisoned units can not be ungarrisoned onto enemy unit (they are sieged) % resolve health 1) health is rounded up 2) if unit health is less than 0 it is removed from the map % movement 1) If two or more units go to same tile, first placed intent is resolved first. 2) If garrisonable units moves onto structure, the structure is garrisoned 3) Garissoned structure changes owner depending on garrisoned unit 4) worker can discover resources when moving on tile % restacking 1) If unit moves onto same type non-moving friendly unit then dest health is refilled from source health % building 1) You can only build if you have enough resources 2) You can only build on tile with your field (except teleports) 3) Mines can only be built on resources tile 4) Power plants can be build on oil/coal/gas tiles 5) If building intent fails player is refunded (if build target tile is occupied) 6) If worker/base is destroyed with build ordered, build is not refunded 7) each teleport is linked to previously built unlinked teleport


Just caching some stuff... This might take a while 😅
Tip: Use Arrow keys!
Well this is awkward😹
Can you please view on your desktop to get the best experience 😅


--- layout: page title: Rules permalink: /rules/ ---
Your Battlefy Rocket League team is separate from the team that is registered for the tourney. When you register for the tourney, it copies your current Battlefy team to the Participants list. If you add members to your team after you have registered, they won't be listed in the Participants list.
The easiest solution is to leave the tourney and register again (only do this if the tourney is not full). You can also post a message in #help on Discord and a moderator will handle it.


Emotional Conflict
September 28, 2014
Discuss a time you had an emotional conflict with someone. What was it about? What happened?
I tend to be an easy-going, friendly guy but I've had my share of conflict as I'm sure all well-adjusted adults have. If you haven't you are probably overly nice and too appeasing to everybody. The last major conflict in my life occurred in late June at my old job as Marketing Manager at Hydro Flow Products. There were a few incidents leading up to the event which resulted in me resigning my job, but the main reason is that I was treated disrespectfully and poorly by boss. There was a pattern of disrespect and treating me different than others at the company. One example is that when we were at a tradeshow she organized a dinner outing but made sure I was the only one who was not invited. Then the major incident I resigned over was when a project I was working on got micromanaged by her and she came down on me hard over insignificant details and wouldn't let me run the project how I wanted.
What was the source of the conflict?
The source of the conflict was that my boss was disrespectful to me and micromanaged me too much.
How did you handle that conflict?
I handled the conflict by quitting my job. On the compass of shame I think this would fall into withdrawal. I felt that quitting my job was best for my career and my mental health so I do not regret the decision. I had been considering finding another job for some time before that.
Did your actions make the conflict better or worse?
I think it made it better because it removed me from dealing with such a difficult person. My boss' poor treatment of me was brought to light to the CEO who gave her a warning so she at least could learn from her mistakes.
If you could go back, what would you do differently, if anything?
I'm not sure what I could have done to avoid such disrespectful treatment from my boss. I probably would have tried to bring it to the attention of the CEO earlier so it could have been dealt with then, but Im not sure how big a difference that would have made.
What did you learn from this experience?
I learned that it is best to deal with problems early rather than withdrawing so they don't evolve into a volcano eruption.


Mikiegrace Abrigo
#79 Purok 1 Gibraltar Pacdal Baguio City
09091645500
<EMAIL_ADDRESS>Career Objectives:
- To be a part of company that indulges professional growth which provides challenging and rewarding career while allowing me to utilize my knowledge and skills
Strenghts:
- Proven initiative and ability to work with minimal supervision.
- Good teamwork player and multitasking capabilities.
- Fast-learner and dedicated iun delivering team success.
Additional Skills:
- MS Office Applications(Word, Excel, Power Point)
- Email Writing
Education
- University of the University
Experience:
- Responsible for the provision of an effecient and effective reception Service, and for administration support to other staff.
- Keep updated and well versed on all current programs and distribute this information to office visitors and callers.


Description:
Monthly mean SST and ice coverage from 1948 to 1991.
Global cover - 1deg x 1deg grid - PP format.
Comment:
Errors
in Hudson Bay and ice-edge area in South East Pacific.
References:
Martinson D. G. et al. (editors) 1994:
- Natural Climate Variability
on Decade-to-Century Time Scales. National Academy
Press, Washington DC, USA.
Parker, D. E.,
Folland, C. K., Bevan, A., Ward, M. N., Jackson, M. &
Maskell, K. 1992:
- Marine Surface Data for Analysis of
Climatic Fluctuations of Interannual to Century
Timescales. National Research Council (National Academy of
Sciences) Paper Presented at the Workshop on Climate
Variability on Decade-to-Century Timescales.
Irvine, California, USA.
Location:
Met. Office Cartridge
Hadley Centre Jukebox
Hadley Centre Contacts
Main: Research Coordinator
Secondary: M. Jackson,
Miss B. Horton
Address:
Hadley Centre for Climate Prediction &
Research Meteorological Office, London Rd, Bracknell,
Berkshire. RG12 2SY
email:
<EMAIL_ADDRESS>Telephone:
+(44) 01344 856653
Fax:
+(44) 01344 854898
Andy Brady |<EMAIL_ADDRESS>| Last updated: 28 September 1995 | © Crown Copyright 1995


Don’t put posters etc on my birthday: MP CM Kamal Nath to Congress workers
Nath and his family will offers prayers at Guptkashi, some 47 kilometres before Kedarnath, the holiest shrine of Lord Shiva, in Uttarakhand, Congress media cell coordinator Narendra Saluja said on Sunday.
by PTIMadhya Pradesh Chief Minister Kamal Nath, who will turn 73 on Monday, urged Congress workers and well-wishers not to put up congratulatory posters, banners and hoardings.
Nath and his family will offers prayers at Guptkashi, some 47 kilometres before Kedarnath, the holiest shrine of Lord Shiva, in Uttarakhand, Congress media cell coordinator Narendra Saluja said on Sunday.
“Do not put up banners, posters, hoarding and other publicity stuff on my birthday – November 18. Party workers, organisations and the people should shun such publicity,” Nath tweeted.
State Congress spokesperson Bhupendra Gupta said Nath made the appeal to ensure cleanliness, adding that the CM was against wasteful expenditure.
Gupta said Congress will celebrate Nath’s birthday by holding a blood donation camp, cutting a cake and distributing sweets.


pio lib
Manage PlatformIO libraries.
More information: home page
- List installed libraries:
pio lib list
- List built-in libraries based on installed development platforms and their frameworks:
pio lib builtin
- Search for existing libraries:
pio lib search keyword
- Show details about a library:
pio lib show library
- Install a library:
pio lib install library
- Update installed libraries:
pio lib update
- Uninstall a library:
pio lib uninstall library
- Show PlatformIO library registry statistics:
pio lib stats


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Marcin Copik
High-performance computing, serverless, and all that jazz!
SPCL
Department of Computer Science (D-INFK)
ETH Zürich
I’m a PhD student at the Scalable Parallel Computing Laboratory at the Department of Computer Science at ETH Zürich, advised by Prof. Torsten Hoefler. My main research goal is to develop high-performance solutions for to the new cloud paradigm of Function-as-a-Service (FaaS) computing. The serverless revolution brings new elastic and flexible resource allocation techniques, and combined with a high-performance programming model, it will open new opportunities to increase resource utilization and decrease monetary and environmental costs in data centers of all sizes.
I obtained my Master’s degree in Simulation Sciences from the RWTH Aachen (Germany) where I worked on my Master thesis in the HPAC Group, supervised by Prof. Paolo Bientinesi and Prof. Benjamin Berkels. I obtained my Bachelor’s degree in Computer Science from the Silesian University of Technology in Poland, where I had the opportunity to work at the Institute of Theoretical and Applied Informatics, Polish Academy of Sciences with Prof. Tadeusz Czachórski, Dr Artur Rataj, and Dr Mateusz Nowak.
Research Interests
- Function-as-a-Service (FaaS)
- Elastic and Efficient Computing
- High-Performance Computing
- Performance Modeling
- Parallel Algorithms
- Code-Driven Design and Optimizations
news
| Jun 30, 2021 | Our new preprint has been released - rFaaS: RDMA-Accelerated Serverless! |
|---|---|
| Jun 26, 2021 | Our paper on work-stealing prefix scan has been accepted at the IEEE TPDS! |
| May 21, 2021 | SeBS, our serverless benchmarking paper has been accepted at ACM/IFIP Middleware 2021! |


Point Cloud Import
SVL Simulator uses its own format to store all of the point cloud data for rendering. To make any point cloud usable within the simulator, it has to be processed first.
Built-in point cloud importer tool provides all the functionality required to convert most popular point cloud file formats (PCD, PLY, LAS, LAZ) into data usable for simulation. It is also able to create approximated mesh collider based on imported data.
If you're using pre-built point cloud environments, you don't have to use this tool. Its main purpose is to create new environments compatible with Simulator from raw point cloud data.
Accessing the importer top#
To access point cloud importer window, open Simulator project in Unity editor, then navigate into Simulator/Import Point Cloud
on the menu bar. Point cloud importer window will be opened.
Import process overview top#
Importer window requires you to at least specity input and output files, but also gives you access to additional settings. All of these are described in more detail in their respective sections.
To start the import process, just click "Import" button at the bottom of the window. Depending on the point cloud size and chosen settings, this process might take a while. You'll see multiple progress bars during this time for preprocessing steps and the main import process itself. If you cancel the import process, partially processed data is not usable.
Processing points can be performed on multiple threads, but first pass is always single-threaded. Progress bar reporting that only one thread is used during this time is normal. After the first pass, import process speeds up severely depending on amount of threads available.
Importer will validate some of your import settings before the import process. There is a chance that "Import" button will be disabled. Error or warning message is always displayed in this case, with an information about the reason.
Most convenient way of using the importer is with target environment scene open in the background - in this case the tool will offer to setup open scene with all the components required for rendering after the import process succeeds. You can also decide to skip this step and set the components yourself. Details about this are available on the point cloud rendering page.
Importer settings top#
Importer window is split into multiple sections, each with settings related to different subject.
Input Files top#
This tab is used to select point cloud files that should be converted into combatible format.
Multiple files to import can be added at once. All of the files listed in this tab will be merged into single point cloud after importing. If you prefer to keep them separated, import each one of them individually (rendering multiple point clouds is supported, but decreases performance).
All of the input files must be of one of following formats: PCD
, PLY
, LAS
, LAZ
. Mixing multiple formats is supported.
Add Folder
button will add all of the compatible files from selected folder into the list. This does not include subdirectories.
Output Files top#
This tab expects you to specify a directory that will be used to store all of the generated files. This directory does not have to be inside of the project's folder and can be located in any accessible place on the drive. If you decide to use directory inside the project, path relative to Assets
folder fill be used instead of absolute path to help with cross-machine migration.
Using directory with processed point cloud data already present will overwrite all of previous data. Warning about this is displayed in such case.
Please note that output directory will contain a lot of files after import process. If this directory is located under Assets
folder, Unity will generate metadata for each of the files. This process takes a long time and the metadata is completely unused, so it's recommended to skip meta file generation altogether. This can be done by using Unity's special folder names - just make sure that folder name ends with ~
.
Tree Settings top#
This tab describes data structure and layout of the imported point cloud. Default settings are working well with most of the standard data sets, so changing them is usually not required.
| Parameter Name | Description |
|---|---|
| Tree Type | Tree data structure used to subdivide point cloud. Octree and Quadtree variants are available. |
| Sampling | Sampling used on each level of the tree structure, determining distribution of points in the final cloud. Cell Center uses voxel-based, uniform sampling. Poisson Disk offers more natural-looking distribution, but is slower and does not support mesh generation. |
| Root Node Subdivision | Determines amount of per-axis samples for each node. Higher values will create larger nodes, while lower values will create deeper tree structures. |
| Node Branch Threshold | Minimum amount of points in the node required for splitting it further. Prevents creating mostly empty nodes and overly deep tree structure. |
| Max Tree Depth | Maximum amount of levels in the tree structure. Levels deeper than the specified value will be discarded. |
| Min Point Distance | Minimum distance between points in a node. Points below this threshold will be discarded. |
Mesh Settings top#
This tab contains options related to collider mesh generation.
Note that mesh generation will only work for Cell Center
sampling.
| Parameter Name | Description |
|---|---|
| Generate Mesh | If this option is enabled, mesh collider will be generated and additional settings will be available. |
| Road Only Mesh | If this option is enabled, mesh generation will attempt to only create mesh for the road, ignoring other structures. This option is not suitable for all data sets - if you experience problems, try again with this feature disabled. |
| Mesh Detail Level | Level of the tree that should be used for mesh generation. This should corelate with represented area size - for single intersection level 2 is usually enough, while larger areas with multiple roads might require level 5 or higher. |
Build Settings top#
This tab contains options related to import process and initial point cloud transformations.
Some options under this tab will affect amount of system memory required during the import process. You will see the warning if you're exceeding your system's limits - lower one of related settings values in this case.
| Parameter Name | Description |
|---|---|
| Thread Count | Amount of threads that the import process should be split across. It's not guaranteed that all of the threads will be utilized fully, but higher thread count reduces import time. Affects memory requirements. |
| Chunk Size | Maximum amount of points loaded into memory at once, per thread. This only affects import process and has no effect on output data. Affects memory requirements. |
| Center | If this option is enabled, local space origin of the output point cloud will be moved to its bounds center. |
| Normalize | If this option is enabled, all points positions will be rescaled to fit normalized coordinates. |
| LAS RGB 8bit Workaround | If this option is enabled, additional 8 bit offset is used when reading color and intensity from LAS files. Use this if your data imported from LAS files seems to have corrupted color and/or intensity values. |
| Axes | Coordinate system axes convention used in original files. Setting this to correct value ensures that output point cloud will be compatible with Unity's coordinate system. |


/* --COPYRIGHT--,BSD
- Copyright (c) 2010, Texas Instruments Incorporated
- All rights reserved.
*
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions
- are met:
- Redistributions of source code must retain the above copyright
- notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- Neither the name of Texas Instruments Incorporated nor the names of
- its contributors may be used to endorse or promote products derived
- from this software without specific prior written permission.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
- THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
- OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
- WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
- OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
- EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- --/COPYRIGHT--/


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Device Readout
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NOT
Image
Unit of Measurement
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Parameter Slider
Slider Range
SAVE
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DELETE


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Project Pathfinder Post-it notes
2020-11-02
Pathfinder Home
- Sanity
- Financial
- Clarity
- Security
- Financial Income
- Moeny
- Sustainability $ Food WellBegin Power Mate
- insulate Ceiling
- Build CNC
- Organize workshop
- Doc
- Caravan
- John’s Personal Social Media
- Multi Disciplinary Program
- Medication Security
- Not Die!
- Engedi 3.0
- Structual Integrity
- Ship Security Plan
- C.A.D.
- Area Designation
- Task Management
- Organized Inventory
- Organized Ship
- Time Analysis
- Data & Analysis


Runs PowerSploit's Invoke-CredentialInjection to "
"create logons with clear-text credentials without "
"triggering a suspicious Event ID 4648 (Explicit "
Needs Admin
https://github.com/PowerShellMafia/PowerSploit/blob/master/Exfiltration/Invoke-CredentialInjection.ps1
moduleSource = self.mainMenu.installPath + "/data/module_source/credentials/Invoke-CredentialInjection.ps1


BlinkReceipt Integration Instructions
Installation
Installation instructions can be found on GitHub: https://github.com/BlinkReceipt/blinkreceipt-ios
Integration
- Add the following to the top of your AppDelegate.m:
#import <BlinkReceipt/BlinkReceipt.h>
or if you are using Carthage or standalone installation:
#import <BlinkReceiptStatic/BlinkReceiptStatic.h>
- Add the following to the
applicationDidFinishLaunching:
method:
[BRScanManager sharedManager].licenseKey = @"YOUR-LICENSE-KEY";
- The simplest way to test the SDK is by launching our prepackaged scanning experience
Prepackaged Scanning Experience
This scanning mode simulates the user snapping a series of still photos although in fact live video frames are actually being scanned in the background. To test this:
- Add the following code to the top of your view controller
#import <BlinkReceipt/BlinkReceipt.h>
or if you are using Carthage or standalone installation:
#import <BlinkReceiptStatic/BlinkReceiptStatic.h>
- Add the following code to an IBAction handler in your view controller:
- (IBAction)btnTouched:(id)sender {
BRScanOptions *scanOptions = [BRScanOptions new];
[[BRScanManager sharedManager] startStaticCameraFromController:self
cameraType:BRCameraUXStandard
scanOptions:scanOptions
withDelegate:self];
}
- Declare your view controller to conform to
BRScanResultsDelegate
:
@interface MyViewController () <BRScanResultsDelegate>
- Implement the delegate callback to handle scan results:
- (void)didFinishScanning:(UIViewController *)cameraViewController withScanResults:(BRScanResults *)scanResults {
[cameraViewController dismissViewControllerAnimated:YES completion:nil];
//Use scan results
}
Custom Camera Controller UI
You can also build out your own UI that sits on top of our basic camera controller. Check out our Custom Camera Controller guide for further details.